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MAPPING: doors http://www.dswp.de/old/mapping/mapping-doors-t765.html |
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Author: | SteveMcqueen [ 06.17.09 ] |
Post subject: | MAPPING: doors |
usual doors: -make the door brush -1x1 brush as turning point, use origin texture from "common textures" on all sides -select both and use func_rotating_door -add areaportal (see below) opening angle: http://forums.urbanterror.net/index.php ... 441.0.html moving doors/schiebetüren: http://forums.urbanterror.net/index.php/topic,14960.0.html glass moving doors: http://forums.urbanterror.net/index.php/topic,5995.0.html trap doors: http://forums.urbanterror.net/index.php/topic,10629.0.html i.e. got to set the axis to 0 and the angle to -1 (or similar, dunno iirc) models as doors: http://forums.urbanterror.net/index.php/topic,10283.0.html or better: http://forums.urbanterror.net/index.php/topic,9686.0.html open doors with switches: http://forums.urbanterror.net/index.php ... 434.0.html either use a trigger_multiple (for a light barrier-like feel) or a func_button (like a switch) entity for the activation device. some more door things: http://forums.urbanterror.net/index.php/topic,17433.0.html areaportal: place a brush completely inside the door, use skip texture on all sides, except for one, which needs an areaportal texture on it Attachment: door_ap.jpg
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Author: | wurst [ 06.17.09 ] |
Post subject: | Re: MAPPING: doors |
"the doors" |
Author: | SteveMcqueen [ 06.18.09 ] |
Post subject: | Re: MAPPING: doors |
2d0: verstehen warum areaportal net funktioniert... edit: looks like it is an engine bug... |
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